The latest version (12.4) breaks options.txt entirely. Upon opening the game the file turns into an empty .txt file. All the controls are defaults. When I try to open Controls from in-game (while in single player or multiplayer) or in the in-game menu, the game crashes.
---- Minecraft Crash Report ----
// I just don't know what went wrong
java.lang.NullPointerException
at ast.b(GameSettings.java:289)
at atg.A_(SourceFile:31)
at aul.a(SourceFile:98)
at net.minecraft.client.Minecraft.a(SourceFile:456)
at aud.a(SourceFile:74)
at aul.a(SourceFile:72)
at aul.d(SourceFile:127)
at aul.m(SourceFile:111)
at net.minecraft.client.Minecraft.l(SourceFile:1086)
at asq.l(MinecraftAppletImpl.java:55)
at net.minecraft.client.Minecraft.J(SourceFile:582)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at ast.b(GameSettings.java:289)
at atg.A_(SourceFile:31)
at aul.a(SourceFile:98)
at net.minecraft.client.Minecraft.a(SourceFile:456)
at aud.a(SourceFile:74)
at aul.a(SourceFile:72)
at aul.d(SourceFile:127)
at aul.m(SourceFile:111)
-- Affected screen --
Details:
Screen name: atg
Stacktrace:
at net.minecraft.client.Minecraft.l(SourceFile:1086)
at asq.l(MinecraftAppletImpl.java:55)
at net.minecraft.client.Minecraft.J(SourceFile:582)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_15, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 412505648 bytes (393 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ZMod, Options, ZBGP, ...[com.sijobe.spc.playerapi.ServerPlayerBase], [eu.ha3.easy.TimeStatistic], [eu.ha3.matmos.engine.MAtmosLogger, SoundRelay, Data, ...], [eu.ha3.mc.convenience.Ha3Signal, Ha3KeyActions, Ha3KeyManager, ...], [eu.ha3.mc.haddon.Manager, Bridge, Utility, ...], [eu.ha3.util.property.contract.PropertyHolder, Versionnable, ConfigSource], [eu.ha3.util.property.simple.ConfigProperty, VersionnableProperty, PropertyMissingException, ...], [net.sf.kdgcommons.lang.StringUtil, StringCanon], [net.sf.practicalxml.DomUtil, XmlException], [net.sf.practicalxml.util.NodeListIterator], [net.smart.moving.IPacketReceiver, IPacketSender, IEntityPlayerMP, ...], [net.smart.moving.config.SmartMovingProperties, SmartMovingConfig, SmartMovingClientConfig, ...], [net.smart.moving.playerapi.SmartMoving, SmartMovingPlayerBase, SmartMovingSelf, ...], [net.smart.moving.render.IRenderPlayer, RenderPlayer, IModelPlayer, ...], [net.smart.properties.Properties, Property, Value], [net.smart.render.SmartRenderContext, IRenderPlayer, RenderPlayer, ...], [net.smart.render.statistics.IEntityPlayerSP, SmartStatisticsContext, SmartStatistics, ...], [net.smart.render.statistics.playerapi.SmartStatistics, SmartStatisticsPlayerBase, SmartStatisticsFactory], [net.smart.utilities.Reflect, Utilities]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 6
ModLoader 1.4.7
mod_SinglePlayerCommands 11.0 for SPC 4.5
mod_MAtmos r21 for 1.4.6
mod_MinapticsLite r17 for 1.4.6
Smart Moving 12.4
Smart Render 1.0
LWJGL: 2.4.2
OpenGL: Mobile Intel® 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.1883, Intel
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Once I press Tab, it's stuck on smooth mode until I press F8, which is inconvenient, cause then I have to reach up to the keyboard to press it. (I play with a controller, don't ask why or how)
Even when I calibrate the smoothing to be 'Disabled, even while zoomed,' when I zoom in, then back out, it starts smoothing anyways. (Having to press F8 again)
Also, the smoothing makes it hard to adjust the zoom amount.
Right now, I can't get MAtmos to work, because one day I pressed F7 to mute it, then days later, I wanted to turn it back on, it says it starts loading but nothing else happens.
PLEASE add the ability to duck and roll to retard fall damage.
Maybe by holding forward and grab while falling. (Or make it more challenging by having to press grab right as you hit the ground.)
And it would only work from certain heights, obviously not from jumps that normally wouldn't hurt you, but we can't be doing it from 70 block falls. From the REALLY long falls, we should only take slightly less damage. But from say... 5 blocks, rolling should negate all fall damage.
A crowbar is cool - it would be epic if you could use it as it should be used in real life: breaking doors or chests, planks and stuff like that faster than in another way.
P.S. ALL HAIL TO PINKY PIE!
What do you mean, "as it should be used in real life"?
I want it to work as it should be used in half-life. :biggrin.gif:
I'm getting "Minecraft has ran out of memory" VERY frequently, even more frequently than pre-1.0.0
I have to play on Short or it happens every 5 minutes, and even then, it gives the same error every half hour or so on short.
Can you make Optifine, possibly fix the memory problem? So I can go back to Normal Render distance (because hills in the distance are beautiful).
0
Also, Optifine. I can't play without Optifine.
0
// I just don't know what went wrong
Time: 2/23/13 7:17 PM
Description: Updating screen events
java.lang.NullPointerException
at ast.b(GameSettings.java:289)
at atg.A_(SourceFile:31)
at aul.a(SourceFile:98)
at net.minecraft.client.Minecraft.a(SourceFile:456)
at aud.a(SourceFile:74)
at aul.a(SourceFile:72)
at aul.d(SourceFile:127)
at aul.m(SourceFile:111)
at net.minecraft.client.Minecraft.l(SourceFile:1086)
at asq.l(MinecraftAppletImpl.java:55)
at net.minecraft.client.Minecraft.J(SourceFile:582)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at ast.b(GameSettings.java:289)
at atg.A_(SourceFile:31)
at aul.a(SourceFile:98)
at net.minecraft.client.Minecraft.a(SourceFile:456)
at aud.a(SourceFile:74)
at aul.a(SourceFile:72)
at aul.d(SourceFile:127)
at aul.m(SourceFile:111)
-- Affected screen --
Details:
Screen name: atg
Stacktrace:
at net.minecraft.client.Minecraft.l(SourceFile:1086)
at asq.l(MinecraftAppletImpl.java:55)
at net.minecraft.client.Minecraft.J(SourceFile:582)
at net.minecraft.client.Minecraft.run(SourceFile:534)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_15, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 412505648 bytes (393 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ZMod, Options, ZBGP, ...[com.sijobe.spc.playerapi.ServerPlayerBase], [eu.ha3.easy.TimeStatistic], [eu.ha3.matmos.engine.MAtmosLogger, SoundRelay, Data, ...], [eu.ha3.mc.convenience.Ha3Signal, Ha3KeyActions, Ha3KeyManager, ...], [eu.ha3.mc.haddon.Manager, Bridge, Utility, ...], [eu.ha3.util.property.contract.PropertyHolder, Versionnable, ConfigSource], [eu.ha3.util.property.simple.ConfigProperty, VersionnableProperty, PropertyMissingException, ...], [net.sf.kdgcommons.lang.StringUtil, StringCanon], [net.sf.practicalxml.DomUtil, XmlException], [net.sf.practicalxml.util.NodeListIterator], [net.smart.moving.IPacketReceiver, IPacketSender, IEntityPlayerMP, ...], [net.smart.moving.config.SmartMovingProperties, SmartMovingConfig, SmartMovingClientConfig, ...], [net.smart.moving.playerapi.SmartMoving, SmartMovingPlayerBase, SmartMovingSelf, ...], [net.smart.moving.render.IRenderPlayer, RenderPlayer, IModelPlayer, ...], [net.smart.properties.Properties, Property, Value], [net.smart.render.SmartRenderContext, IRenderPlayer, RenderPlayer, ...], [net.smart.render.statistics.IEntityPlayerSP, SmartStatisticsContext, SmartStatistics, ...], [net.smart.render.statistics.playerapi.SmartStatistics, SmartStatisticsPlayerBase, SmartStatisticsFactory], [net.smart.utilities.Reflect, Utilities]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
ModLoader: Mods loaded: 6
ModLoader 1.4.7
mod_SinglePlayerCommands 11.0 for SPC 4.5
mod_MAtmos r21 for 1.4.6
mod_MinapticsLite r17 for 1.4.6
Smart Moving 12.4
Smart Render 1.0
LWJGL: 2.4.2
OpenGL: Mobile Intel® 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.1883, Intel
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
0
Even when I calibrate the smoothing to be 'Disabled, even while zoomed,' when I zoom in, then back out, it starts smoothing anyways. (Having to press F8 again)
Also, the smoothing makes it hard to adjust the zoom amount.
0
Does anyone even know if that's gonna happen, or not?
0
Right now, I can't get MAtmos to work, because one day I pressed F7 to mute it, then days later, I wanted to turn it back on, it says it starts loading but nothing else happens.
0
0
Maybe by holding forward and grab while falling. (Or make it more challenging by having to press grab right as you hit the ground.)
And it would only work from certain heights, obviously not from jumps that normally wouldn't hurt you, but we can't be doing it from 70 block falls. From the REALLY long falls, we should only take slightly less damage. But from say... 5 blocks, rolling should negate all fall damage.
Conclusion: Please add rolling.
0
What do you mean, "as it should be used in real life"?
I want it to work as it should be used in half-life. :biggrin.gif:
0
0
0
0
0
0
I have to play on Short or it happens every 5 minutes, and even then, it gives the same error every half hour or so on short.
Can you make Optifine, possibly fix the memory problem? So I can go back to Normal Render distance (because hills in the distance are beautiful).
0